iPad video footage capture and editing workflow: Part 3
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After a slight wrong turn, I think I’ve found my capture solution for the forseeable future.
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After a slight wrong turn, I think I’ve found my capture solution for the forseeable future.
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After three weeks of builds, testing, and feedback, the Food Run alpha is over. At the end of the period, I put out a survey to the participants to formalize the feedback and take some measurements. Super exciting pie charts inside.
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As of today, I’m opening the first round of testing for Food Run. Spaces are limited, but open to the general public. Friends, fellow developers, journalists and bloggers most definitely included. I’d also like to invite potential publishing partners to take a look at the game. Details inside.
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Here’s a first look at chapter 2 of Food Run, “Dessert Island”. Pun most definitely, although perhaps regrettably, intended.
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Sometimes when you look at your own game during development you feel like something just isn’t cutting the mustard. This was definitely the case with the Food Run user interface. So it was time to redesign it. Progress and Photoshop mockups below.
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The previous blog post about the possibilities of Food Run on the rumoured high resolution iPad 3 has certainly caught the web’s attention. And amongst the punditry and comment threads, some valid and interesting points have arisen. Thoughts and responses.
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Speculation is rife that the upcoming iPad 3, heavily tipped to be making its debut at the Apple event on March 7th, will feature a Retina Display. What would Food Run look like on the rumoured device? Let’s find out. Full resolution shots inside.
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The main tool for creating levels in Food Run is the in-house editor created specifically for this project, BreadBoxEd.
Here’s a two-part video walkthrough and tutorial. In these videos, a level is created from scratch and tested in the game.
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At last, some movement on the iPad capture workflow, the results of which you can see in the new video of Food Run above. It’s not yet perfect, but it’s 90% of the way there. Details after the break.
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Time for a new video to show the progress on Food Run. I’ve recently added hidden areas and spikes to the level design arsenal. The video also shows wall jumps in action for the first time - last time out it was just static screenshots.
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